early-access version 1704

This commit is contained in:
pineappleEA 2021-05-24 02:22:56 +02:00
parent 228906ab0b
commit d6400d16c9
4 changed files with 216 additions and 109 deletions

View file

@ -1,7 +1,7 @@
yuzu emulator early access
=============
This is the source code for early-access 1703.
This is the source code for early-access 1704.
## Legal Notice

View file

@ -736,7 +736,7 @@ void FileSystemController::CreateFactories(FileSys::VfsFilesystem& vfs, bool ove
auto sd_directory =
vfs.OpenDirectory(Common::FS::GetYuzuPathString(YuzuPath::SDMCDir), rw_mode);
auto load_directory =
vfs.OpenDirectory(Common::FS::GetYuzuPathString(YuzuPath::LoadDir), rw_mode);
vfs.OpenDirectory(Common::FS::GetYuzuPathString(YuzuPath::LoadDir), FileSys::Mode::Read);
auto dump_directory =
vfs.OpenDirectory(Common::FS::GetYuzuPathString(YuzuPath::DumpDir), rw_mode);

View file

@ -18,16 +18,6 @@
#include <utility>
#include <vector>
// Ignore -Wimplicit-fallthrough due to https://github.com/libsdl-org/SDL/issues/4307
#ifdef __clang__
#pragma clang diagnostic push
#pragma clang diagnostic ignored "-Wimplicit-fallthrough"
#endif
#include <SDL.h>
#ifdef __clang__
#pragma clang diagnostic pop
#endif
#include "common/logging/log.h"
#include "common/math_util.h"
#include "common/param_package.h"
@ -214,20 +204,38 @@ public:
sdl_controller.reset(controller);
}
bool IsJoyconLeft() {
if (!sdl_controller) {
return false;
}
const std::string name = SDL_GameControllerName(sdl_controller.get());
return name.find("Joy-Con Left") != std::string::npos;
bool IsJoyconLeft() const {
return std::strstr(GetControllerName().c_str(), "Joy-Con Left") != nullptr;
}
bool IsJoyconRight() {
if (!sdl_controller) {
return false;
bool IsJoyconRight() const {
return std::strstr(GetControllerName().c_str(), "Joy-Con Right") != nullptr;
}
const std::string name = SDL_GameControllerName(sdl_controller.get());
return name.find("Joy-Con Right") != std::string::npos;
std::string GetControllerName() const {
if (sdl_controller) {
switch (SDL_GameControllerGetType(sdl_controller.get())) {
case SDL_CONTROLLER_TYPE_XBOX360:
return "XBox 360 Controller";
case SDL_CONTROLLER_TYPE_XBOXONE:
return "XBox One Controller";
default:
break;
}
const auto name = SDL_GameControllerName(sdl_controller.get());
if (name) {
return name;
}
}
if (sdl_joystick) {
const auto name = SDL_JoystickName(sdl_joystick.get());
if (name) {
return name;
}
}
return "Unknown";
}
private:
@ -877,9 +885,11 @@ std::vector<Common::ParamPackage> SDLState::GetInputDevices() {
std::unordered_map<int, std::shared_ptr<SDLJoystick>> joycon_pairs;
for (const auto& [key, value] : joystick_map) {
for (const auto& joystick : value) {
if (auto* const controller = joystick->GetSDLGameController()) {
if (!joystick->GetSDLJoystick()) {
continue;
}
std::string name =
fmt::format("{} {}", GetControllerName(controller), joystick->GetPort());
fmt::format("{} {}", joystick->GetControllerName(), joystick->GetPort());
devices.emplace_back(Common::ParamPackage{
{"class", "sdl"},
{"display", std::move(name)},
@ -887,19 +897,11 @@ std::vector<Common::ParamPackage> SDLState::GetInputDevices() {
{"port", std::to_string(joystick->GetPort())},
});
if (joystick->IsJoyconLeft()) {
joycon_pairs[joystick->GetPort()] = joystick;
}
} else if (auto* const joy = joystick->GetSDLJoystick()) {
std::string name = fmt::format("{} {}", SDL_JoystickName(joy), joystick->GetPort());
devices.emplace_back(Common::ParamPackage{
{"class", "sdl"},
{"display", std::move(name)},
{"guid", joystick->GetGUID()},
{"port", std::to_string(joystick->GetPort())},
});
joycon_pairs.insert_or_assign(joystick->GetPort(), joystick);
}
}
}
// Add dual controllers
for (const auto& [key, value] : joystick_map) {
for (const auto& joystick : value) {
@ -924,17 +926,6 @@ std::vector<Common::ParamPackage> SDLState::GetInputDevices() {
return devices;
}
std::string SDLState::GetControllerName(SDL_GameController* controller) const {
switch (SDL_GameControllerGetType(controller)) {
case SDL_CONTROLLER_TYPE_XBOX360:
return "XBox 360 Controller";
case SDL_CONTROLLER_TYPE_XBOXONE:
return "XBox One Controller";
default:
return SDL_GameControllerName(controller);
}
}
namespace {
Common::ParamPackage BuildAnalogParamPackageForButton(int port, std::string guid, s32 axis,
float value = 0.1f) {
@ -1114,16 +1105,67 @@ ButtonMapping SDLState::GetButtonMappingForDevice(const Common::ParamPackage& pa
return {};
}
const auto joystick = GetSDLJoystickByGUID(params.Get("guid", ""), params.Get("port", 0));
const auto joystick2 = GetSDLJoystickByGUID(params.Get("guid2", ""), params.Get("port", 0));
auto* controller = joystick->GetSDLGameController();
if (controller == nullptr) {
return {};
}
const bool is_switch =
SDL_GameControllerGetType(controller) == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO;
// This list is missing ZL/ZR since those are not considered buttons in SDL GameController.
// We will add those afterwards
// This list also excludes Screenshot since theres not really a mapping for that
ButtonBindings switch_to_sdl_button;
if (SDL_GameControllerGetType(controller) == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO) {
switch_to_sdl_button = GetNintendoButtonBinding(joystick);
} else {
switch_to_sdl_button = GetDefaultButtonBinding();
}
// Add the missing bindings for ZL/ZR
static constexpr ZButtonBindings switch_to_sdl_axis{{
{Settings::NativeButton::ZL, SDL_CONTROLLER_AXIS_TRIGGERLEFT},
{Settings::NativeButton::ZR, SDL_CONTROLLER_AXIS_TRIGGERRIGHT},
}};
// Parameters contain two joysticks return dual
if (params.Has("guid2")) {
const auto joystick2 = GetSDLJoystickByGUID(params.Get("guid2", ""), params.Get("port", 0));
if (joystick2->GetSDLGameController() != nullptr) {
return GetDualControllerMapping(joystick, joystick2, switch_to_sdl_button,
switch_to_sdl_axis);
}
}
return GetSingleControllerMapping(joystick, switch_to_sdl_button, switch_to_sdl_axis);
}
ButtonBindings SDLState::GetDefaultButtonBinding() const {
return {
std::pair{Settings::NativeButton::A, SDL_CONTROLLER_BUTTON_B},
{Settings::NativeButton::B, SDL_CONTROLLER_BUTTON_A},
{Settings::NativeButton::X, SDL_CONTROLLER_BUTTON_Y},
{Settings::NativeButton::Y, SDL_CONTROLLER_BUTTON_X},
{Settings::NativeButton::LStick, SDL_CONTROLLER_BUTTON_LEFTSTICK},
{Settings::NativeButton::RStick, SDL_CONTROLLER_BUTTON_RIGHTSTICK},
{Settings::NativeButton::L, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
{Settings::NativeButton::R, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
{Settings::NativeButton::Plus, SDL_CONTROLLER_BUTTON_START},
{Settings::NativeButton::Minus, SDL_CONTROLLER_BUTTON_BACK},
{Settings::NativeButton::DLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT},
{Settings::NativeButton::DUp, SDL_CONTROLLER_BUTTON_DPAD_UP},
{Settings::NativeButton::DRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT},
{Settings::NativeButton::DDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN},
{Settings::NativeButton::SL, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
{Settings::NativeButton::SR, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
{Settings::NativeButton::Home, SDL_CONTROLLER_BUTTON_GUIDE},
};
}
ButtonBindings SDLState::GetNintendoButtonBinding(
const std::shared_ptr<SDLJoystick>& joystick) const {
// Default SL/SR mapping for pro controllers
auto sl_button = SDL_CONTROLLER_BUTTON_LEFTSHOULDER;
auto sr_button = SDL_CONTROLLER_BUTTON_RIGHTSHOULDER;
@ -1136,66 +1178,42 @@ ButtonMapping SDLState::GetButtonMappingForDevice(const Common::ParamPackage& pa
sr_button = SDL_CONTROLLER_BUTTON_PADDLE1;
}
// This list is missing ZL/ZR since those are not considered buttons in SDL GameController.
// We will add those afterwards
// This list also excludes Screenshot since theres not really a mapping for that
using ButtonBindings =
std::array<std::tuple<bool, Settings::NativeButton::Values, SDL_GameControllerButton>, 17>;
const ButtonBindings switch_to_sdl_button{{
{false, Settings::NativeButton::A,
is_switch ? SDL_CONTROLLER_BUTTON_A : SDL_CONTROLLER_BUTTON_B},
{false, Settings::NativeButton::B,
is_switch ? SDL_CONTROLLER_BUTTON_B : SDL_CONTROLLER_BUTTON_A},
{false, Settings::NativeButton::X,
is_switch ? SDL_CONTROLLER_BUTTON_X : SDL_CONTROLLER_BUTTON_Y},
{false, Settings::NativeButton::Y,
is_switch ? SDL_CONTROLLER_BUTTON_Y : SDL_CONTROLLER_BUTTON_X},
{true, Settings::NativeButton::LStick, SDL_CONTROLLER_BUTTON_LEFTSTICK},
{false, Settings::NativeButton::RStick, SDL_CONTROLLER_BUTTON_RIGHTSTICK},
{true, Settings::NativeButton::L, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
{false, Settings::NativeButton::R, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
{false, Settings::NativeButton::Plus, SDL_CONTROLLER_BUTTON_START},
{true, Settings::NativeButton::Minus, SDL_CONTROLLER_BUTTON_BACK},
{true, Settings::NativeButton::DLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT},
{true, Settings::NativeButton::DUp, SDL_CONTROLLER_BUTTON_DPAD_UP},
{true, Settings::NativeButton::DRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT},
{true, Settings::NativeButton::DDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN},
{true, Settings::NativeButton::SL, sl_button},
{true, Settings::NativeButton::SR, sr_button},
{false, Settings::NativeButton::Home, SDL_CONTROLLER_BUTTON_GUIDE},
}};
// Add the missing bindings for ZL/ZR
using ZBindings =
std::array<std::tuple<bool, Settings::NativeButton::Values, SDL_GameControllerAxis>, 2>;
static constexpr ZBindings switch_to_sdl_axis{{
{true, Settings::NativeButton::ZL, SDL_CONTROLLER_AXIS_TRIGGERLEFT},
{false, Settings::NativeButton::ZR, SDL_CONTROLLER_AXIS_TRIGGERRIGHT},
}};
return {
std::pair{Settings::NativeButton::A, SDL_CONTROLLER_BUTTON_A},
{Settings::NativeButton::B, SDL_CONTROLLER_BUTTON_B},
{Settings::NativeButton::X, SDL_CONTROLLER_BUTTON_X},
{Settings::NativeButton::Y, SDL_CONTROLLER_BUTTON_Y},
{Settings::NativeButton::LStick, SDL_CONTROLLER_BUTTON_LEFTSTICK},
{Settings::NativeButton::RStick, SDL_CONTROLLER_BUTTON_RIGHTSTICK},
{Settings::NativeButton::L, SDL_CONTROLLER_BUTTON_LEFTSHOULDER},
{Settings::NativeButton::R, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER},
{Settings::NativeButton::Plus, SDL_CONTROLLER_BUTTON_START},
{Settings::NativeButton::Minus, SDL_CONTROLLER_BUTTON_BACK},
{Settings::NativeButton::DLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT},
{Settings::NativeButton::DUp, SDL_CONTROLLER_BUTTON_DPAD_UP},
{Settings::NativeButton::DRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT},
{Settings::NativeButton::DDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN},
{Settings::NativeButton::SL, sl_button},
{Settings::NativeButton::SR, sr_button},
{Settings::NativeButton::Home, SDL_CONTROLLER_BUTTON_GUIDE},
};
}
ButtonMapping SDLState::GetSingleControllerMapping(
const std::shared_ptr<SDLJoystick>& joystick, const ButtonBindings& switch_to_sdl_button,
const ZButtonBindings& switch_to_sdl_axis) const {
ButtonMapping mapping;
mapping.reserve(switch_to_sdl_button.size() + switch_to_sdl_axis.size());
auto* controller = joystick->GetSDLGameController();
for (const auto& [is_left, switch_button, sdl_button] : switch_to_sdl_button) {
for (const auto& [switch_button, sdl_button] : switch_to_sdl_button) {
const auto& binding = SDL_GameControllerGetBindForButton(controller, sdl_button);
if (params.Has("guid2") && is_left) {
mapping.insert_or_assign(
switch_button,
BuildParamPackageForBinding(joystick2->GetPort(), joystick2->GetGUID(), binding));
continue;
}
mapping.insert_or_assign(
switch_button,
BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding));
}
for (const auto& [is_left, switch_button, sdl_axis] : switch_to_sdl_axis) {
for (const auto& [switch_button, sdl_axis] : switch_to_sdl_axis) {
const auto& binding = SDL_GameControllerGetBindForAxis(controller, sdl_axis);
if (params.Has("guid2") && is_left) {
mapping.insert_or_assign(
switch_button,
BuildParamPackageForBinding(joystick2->GetPort(), joystick2->GetGUID(), binding));
continue;
}
mapping.insert_or_assign(
switch_button,
BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding));
@ -1204,6 +1222,62 @@ ButtonMapping SDLState::GetButtonMappingForDevice(const Common::ParamPackage& pa
return mapping;
}
ButtonMapping SDLState::GetDualControllerMapping(const std::shared_ptr<SDLJoystick>& joystick,
const std::shared_ptr<SDLJoystick>& joystick2,
const ButtonBindings& switch_to_sdl_button,
const ZButtonBindings& switch_to_sdl_axis) const {
ButtonMapping mapping;
mapping.reserve(switch_to_sdl_button.size() + switch_to_sdl_axis.size());
auto* controller = joystick->GetSDLGameController();
auto* controller2 = joystick2->GetSDLGameController();
for (const auto& [switch_button, sdl_button] : switch_to_sdl_button) {
if (IsButtonOnLeftSide(switch_button)) {
const auto& binding = SDL_GameControllerGetBindForButton(controller2, sdl_button);
mapping.insert_or_assign(
switch_button,
BuildParamPackageForBinding(joystick2->GetPort(), joystick2->GetGUID(), binding));
continue;
}
const auto& binding = SDL_GameControllerGetBindForButton(controller, sdl_button);
mapping.insert_or_assign(
switch_button,
BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding));
}
for (const auto& [switch_button, sdl_axis] : switch_to_sdl_axis) {
if (IsButtonOnLeftSide(switch_button)) {
const auto& binding = SDL_GameControllerGetBindForAxis(controller2, sdl_axis);
mapping.insert_or_assign(
switch_button,
BuildParamPackageForBinding(joystick2->GetPort(), joystick2->GetGUID(), binding));
continue;
}
const auto& binding = SDL_GameControllerGetBindForAxis(controller, sdl_axis);
mapping.insert_or_assign(
switch_button,
BuildParamPackageForBinding(joystick->GetPort(), joystick->GetGUID(), binding));
}
return mapping;
}
bool SDLState::IsButtonOnLeftSide(Settings::NativeButton::Values button) const {
switch (button) {
case Settings::NativeButton::DDown:
case Settings::NativeButton::DLeft:
case Settings::NativeButton::DRight:
case Settings::NativeButton::DUp:
case Settings::NativeButton::L:
case Settings::NativeButton::LStick:
case Settings::NativeButton::Minus:
case Settings::NativeButton::Screenshot:
case Settings::NativeButton::ZL:
return true;
default:
return false;
}
}
AnalogMapping SDLState::GetAnalogMappingForDevice(const Common::ParamPackage& params) {
if (!params.Has("guid") || !params.Has("port")) {
return {};

View file

@ -9,6 +9,17 @@
#include <mutex>
#include <thread>
#include <unordered_map>
// Ignore -Wimplicit-fallthrough due to https://github.com/libsdl-org/SDL/issues/4307
#ifdef __GNUC__
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wimplicit-fallthrough"
#endif
#include <SDL.h>
#ifdef __GNUC__
#pragma GCC diagnostic pop
#endif
#include "common/common_types.h"
#include "common/threadsafe_queue.h"
#include "input_common/sdl/sdl.h"
@ -18,6 +29,11 @@ using SDL_GameController = struct _SDL_GameController;
using SDL_Joystick = struct _SDL_Joystick;
using SDL_JoystickID = s32;
using ButtonBindings =
std::array<std::pair<Settings::NativeButton::Values, SDL_GameControllerButton>, 17>;
using ZButtonBindings =
std::array<std::pair<Settings::NativeButton::Values, SDL_GameControllerAxis>, 2>;
namespace InputCommon::SDL {
class SDLAnalogFactory;
@ -66,8 +82,25 @@ private:
/// Needs to be called before SDL_QuitSubSystem.
void CloseJoysticks();
/// Returns a custom name for specific controllers because the default name is not correct
std::string GetControllerName(SDL_GameController* controller) const;
/// Returns the default button bindings list for generic controllers
ButtonBindings GetDefaultButtonBinding() const;
/// Returns the default button bindings list for nintendo controllers
ButtonBindings GetNintendoButtonBinding(const std::shared_ptr<SDLJoystick>& joystick) const;
/// Returns the button mappings from a single controller
ButtonMapping GetSingleControllerMapping(const std::shared_ptr<SDLJoystick>& joystick,
const ButtonBindings& switch_to_sdl_button,
const ZButtonBindings& switch_to_sdl_axis) const;
/// Returns the button mappings from two different controllers
ButtonMapping GetDualControllerMapping(const std::shared_ptr<SDLJoystick>& joystick,
const std::shared_ptr<SDLJoystick>& joystick2,
const ButtonBindings& switch_to_sdl_button,
const ZButtonBindings& switch_to_sdl_axis) const;
/// Returns true if the button is on the left joycon
bool IsButtonOnLeftSide(Settings::NativeButton::Values button) const;
// Set to true if SDL supports game controller subsystem
bool has_gamecontroller = false;